Published on in Vol 22, No 7 (2020): July

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/14865, first published .
Habits and Attitudes of Video Gaming and Information Technology Use in People with Schizophrenia: Cross-Sectional Survey

Habits and Attitudes of Video Gaming and Information Technology Use in People with Schizophrenia: Cross-Sectional Survey

Habits and Attitudes of Video Gaming and Information Technology Use in People with Schizophrenia: Cross-Sectional Survey

Journals

  1. Yang N, Hurd P, Crespi B. Why iPlay: The Relationships of Autistic and Schizotypal Traits With Patterns of Video Game Use. Frontiers in Psychology 2022;13 View
  2. Lyu J, Zhang J. Suicide means, timing, intent and behavior characteristics of the suicides with schizophrenia. Psychiatry Research 2021;306:114267 View
  3. Surdyka N, Clark A, Duncan A. Educational Technologies for Teaching Social Skills to Individuals With Schizophrenia: Scoping Review. OTJR: Occupational Therapy Journal of Research 2023;43(1):127 View
  4. Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390 View
  5. Huot-Lavoie M, Gabriel-Courval M, Béchard L, Corbeil O, Brodeur S, Massé C, Fournier É, Essiambre A, Anderson E, Cayouette A, Giroux I, Khazaal Y, Demers M, Roy M. Gaming Disorder and Psychotic Disorders: A Scoping Review. Psychopathology 2023;56(4):315 View
  6. Paquin V, Philippe F, Shannon H, Guimond S, Ouellet-Morin I, Geoffroy M. Associations between digital media use and psychotic experiences in young adults of Quebec, Canada: a longitudinal study. Social Psychiatry and Psychiatric Epidemiology 2024;59(1):65 View
  7. Zhang X, Lewis S, Carter L, Bucci S. A Digital System (YouXin) to Facilitate Self-Management by People With Psychosis in China: Protocol for a Nonrandomized Validity and Feasibility Study With a Mixed Methods Design. JMIR Research Protocols 2023;12:e45170 View
  8. Zhang X, Lewis S, Chen X, Berry N, Bucci S. Technology use and attitudes towards digital mental health in people with severe mental health problems: a survey study in China. Frontiers in Psychiatry 2023;14 View
  9. Wallius E, Klock A, Hamari J. From forceful compliance to motivated endorsement: effects of gamification on policy compliance during COVID-19. Behaviour & Information Technology 2023:1 View
  10. Zhang X, Lewis S, Carter L, Chen X, Zhou J, Wang X, Bucci S. Evaluating a smartphone-based symptom self-monitoring app for psychosis in China (YouXin): A non-randomised validity and feasibility study with a mixed-methods design. DIGITAL HEALTH 2024;10 View
  11. Zhang X, Lewis S, Chen X, Zhou J, Wang X, Bucci S. Acceptability and experience of a smartphone symptom monitoring app for people with psychosis in China (YouXin): a qualitative study. BMC Psychiatry 2024;24(1) View
  12. Starosta J, Kiszka P, Szyszka P, Starzec S, Strojny P, Charland P. The tangled ways to classify games: A systematic review of how games are classified in psychological research. PLOS ONE 2024;19(6):e0299819 View

Books/Policy Documents

  1. Simões de Almeida R. Handbook of Research on Solving Modern Healthcare Challenges With Gamification. View